Rök

Whenever a remote mountain village is found in ruins and with its taverns plundered, northerners speak fearfully of the dire troll called Rök. Although insatiable as any dire troll, over a century ago Rök developed a unique craving for beer and liquor of all sorts, and his raids of villages for their intoxicating spirits have since become legendary.

When he was sought out by Borka Kegslayer, Rök engaged the trollkin in an exhausting battle lasting several hours. After this, Kegslayer shared his own potent brew, convincing the ferocious troll they were kindred souls. When Borka left, Rök followed, knowing that greater fights and rivers of beer awaited them.

Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.

Bond: (Borka) - If this model begins the game in Borka's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Borka and in their CTRL range, Rok gains Stumbling Drunk (Stumbling Drunk - This model cannot become knocked down. When hit by an enemy attack, this model moves d3" in a direction decided by the deviation template.)

Regeneration [d3] - This model may be forced to heal d3 damage boxes, once per activation. It can't run in the same activation.

The minion battlegroup members you can include in a Trollblood army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what minions it can control.

When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.

If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)

A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)

Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.

A single Animus can be on several models at the same time. (Infernal Ruling)

If a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)

You must trigger compulsory abilities during a Frenzy ... unless that ability generates an extra attack (like Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)

A warbeast may not make an Assault shot as part of a Frenzy activation. (Refer latest errata)

If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Confirmation)

Did you make a successful charge? You get the ranged attack even though you're "in melee". Refer to the latest Errata.

Did you fail the charge? You still get the Assault shot anyway.

Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee". Refer to the latest Errata and also this (Infernal Ruling)

Now that you've figured out whether the charge successful, you (or your opponent) can trigger "Ends Movement" effects.

Nothing that happens from this point onwards will retroactively change a failed charge into a successful charge, or vice versa.

If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)

If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)

Tip !
The Infernal Ruling dictates that Assault is not a "triggered ability" (since if it was, you wouldn't be able to cast a spell between ending movement and using your Assault shot). Thus Assault will never occur simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot

Step 3: Make the ranged attack

The ranged attack is optional.

Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)

Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!

Make your ranged attack vs your charge target

If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)

If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)

Is the target in melee with the shooter?

If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)

If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: If you miss

If you miss the target, and the target is not in melee with you, then resolve it the same way as a normal ranged attack.

If you miss the target, and the target is in melee with you, then ...

Randomly reassign the shot (as per the TMM rules) (nothing in Assault says it ignores this).

Do not include the shooting model in potential 'randomees' (because you can't target yourself as per the 4th paragraph of TMM) but do include models the shooter is in melee with (as per the TMM rules).

If the shot is randomly reassigned to a friendly model, then they will always get the +4 DEF bonus. The only way to ignore that bonus is if the 'point of origin of the attack is in melee with the target' and you can never be in melee with a friendly model.

With reference to the Activation Timing (Apdx A), Countercharge occurs at Step 5, and Assault occurs at Step 5 for independent models and Step 6 for units. (Infernal Ruling about the Step 6)

So, if a model with Assault finishes its charge movement within range of a model with Countercharge then...

If it's an independent model then you need to resolve the Assault shot before making the Countercharge move. This is because both abilities occur at the same time but active player effects are resolved first.

But if it's a model belonging to a unit, then you need to resolve the Countercharge immediately, then finish moving the rest of the unit, then start Assault shots.

Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.

If you trigger two effects that grant you an extra attack (such as Berserk + Black Spot), you can only use one. (Refer "Attack-generating Special Rules".)

Not only that, due to the way Berserk is worded you must make a melee attack, regardless of which ability you resolve. So you can't say "I trigger Berserk and Black Spot, choose Black Spot, Black Spot is optional, so I'm not making any more attacks". (Infernal Ruling)

"Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).

You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.